float4 render(float2 uv) {
	float4 image_color = image.Sample(builtin_texture_sampler, uv);
	float a = uv[0] - 0.5;
	float b = uv[1] - 0.5;
	a = a * a * a * a;
	b = b * b * b * b;
	image_color[0] = image_color[0] - a - b;
	image_color[1] = image_color[1] - a - b;
	image_color[2] = image_color[2] - a - b;
	return image_color;
}
